One debate that has been going on since I was a kid is that violent video games, movies and tv shows cause younger kids to be more violent since their minds are like sponges and emulate what they see on TV, in movies and video games. Growing up, my parents did not want me listen to music with curse words, watch movies or play video games that were rated for older people until I became the right age. However, they were not always able to control that since I would see that stuff with friends or while they would be at work. Personally, I can see how some games can lead to kids enjoying violent content but never thought that it would lead to violent acts in real life if the parents did a good or even just decent job of raising their kids. In the US, a lot of media content contains violence in some way, shape or form. “If you are watching premium channels, such as HBO and Showtime, an astonishing 85% of the shows contain violence.” (Gruman et al, 2017). This is a rather high number and does bring up a valid argument.
First let’s take a look at video games. In this day and age, a good majority of kids play video games and have since a very young age, both boys and girls. For example, you see many kids playing call of duty despite the rating and frankly they are scary something how they can just curse and barrade someone else who is just learning or trying to enjoy the game. However, I fell as though this speaks more to the kid itself and his or her environment. My parents allowed me to play the earlier call of duties but did not allow me to use a microphone to communicate with other out of fear mostly but also so I would not be exposed to that language even though I already was at school because that’s most likely where all kids learn the majority of their curse words. But is it really the video games causing the children to be violent or is it something else and it is just easier to blame the media content. Well the cathartic effect would say that the violent media content decreases violence. The cathartic effect states “Violent media may help people relieve their stress and aggressive impulses, so violent media may actually decrease violence.” (Gruman et al, 2017). This does not prove that violent media does not cause violence but it could support that there are other factors involved.
One thing that I must admit is that when I was a kid and watched violent movies I would sometimes re-enact those scenes on my sister but never to the point I would do anything to actually harm her, it was mostly to annoy her but what little brother does annoy their big sister. But at the same time when I would watch superhero movies, I would also try and climb walls like spiderman which just proves I had a wild, creative and imaginative mind, and not violent. But according to research “much of the research on video games has been somewhat simplistic in its assumptions about gaming.”(Gruman et al, 2017). So even though some research shows correlations between violence and video games, correlation does not prove causation, leaving room for other factors to affect kids and re-enact what they see in violent media.
Lastly, video games have been know to have a correlation with hand-eye coordination and many young kids will say that playing games such as car games teach the kids how to maneuver a car when they turn the age and start to drive. This is the same for men in the army as virtual reality is becoming bigger and bigger to train them and the same goes for astronauts and other field that can be dangerous in real world scenario.
All in all, one important point to remember about violence and the causes of aggression is that aggression and aggressive behavior is overdetermined. “A behavior is said to be overdetermined when it has multiple causes.” (Gruman et al, 2017). This mean that different factors can lead to a kid being violent and aggressive, including but not necessarily violent media.
References:
Gruman, J. A., Schneider, F. W., & Coutts, L. (2017). Chapter 7: Applying Social Psychology to the Media. In Applied Social Psychology: Understanding and addressing social and practical problems (pp. 208–248). essay, SAGE.